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NRP - Shadowrun Setup

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Author Topic: NRP - Shadowrun Setup  (Read 1028 times)
Insomniac
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« on: April 20, 2007, 02:25:36 pm »

Seer Fox: Any idea how "advanced" an adept you'd like him to be?  Low-level adpets can have between 3 and 8 powers (the few the powers, the more powerful they typically are, since thie magic isn't spread as thin), while advanced adepts can also learn advanced techniques on top of additional powers.  While most characters have two names (their real name and the alias they run by), if your character is a tough nut to crack, he may not even remember his original name...  Smiley

Tau Worlock: What kind of skills were you thinking of?  Were you thinking negotiator, hacker, wheelman, thief...?  There are lots of options open to you.  Any added goodies you want in that cybereye?  If he's a ranged weapon specialist, I recommend a Smartlink (an ocular-integrated targetting system).

Rictiovarus: The perfect implant is a cranial commlink.  A commlink is an item every character has.  It's their cellphone, PC, ATM, PDA, media player and almost any other convenient piece of personal electronics you can think of, all wrapped into a handheld device.  There is no tangible currency any more, since everything is done wirelessly.  By having an implanted commlink, all conversations are internal and nobody can access your link unless you allow them to wirelessly, or they hack into your skull (which means you have bigger problems anyways)

In General: One thing I would ask, in order to keep characters grounded, is a list of strengths and weaknesses.  Knowing what they are good at is great, but knowing what they aren't good at is also handy (maybe physically unfit or incompetant in a certain area of expertise).  Character edges and flaws are also good to know ("He's double-jointed, so he can escape from confinements easier, but he has a slight allergy to pollution").
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My imaginary friend thinks I have mental problems...

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